아흐리만

Ahriman

2. 악튜러스에 등장하는
4. 패스파인더 RPG의 아흐리만
4.1. 신격 데이터표
4.2. 유니크 몬스터
5. 인터넷 논객

1. 조로아스터교

اهریمن‎

조로아스터교의 고대 신화에서 등장하는 절대 악이자 근본적인 어둠을 상징하는 존재. 선과 진실의 근원인 아후라 마즈다와 반대되는 신으로서 앙그라 마이뉴와 동일개념이다.

아후라 마즈다가 이란을 낙원으로 만들려고 했지만 앙그라 마이뉴가 그것을 방해하고는 연기, 어둠, 질병, 그리고 모든 악을 만들었다.

이것들은 모두 죽음의 세계에 있는데, 죽음의 세계는 여름이 2달이고 겨울이 10달 동안 지속된다.로씨여 우라! 앙그라 마이뉴는 믿음이 있는 곳에 불신을 심어주고, 풍요가 있는 곳에는 게으름과 빈곤을 만들었다. 그는 때때로 태초의 황소인 게우쉬 우르반(Geush Urvan)을 죽였다고 여겨진다. 앙그라 마이뉴의 상징은 이다.

본래 앙그라 마이뉴와는 분리된 존재였으나 교리 상에 논리적 모순[1]이 생기기 때문에 후대에서 앙그라 마이뉴로 흡수된다.

이 신격을 섬기는 조로아스터교를 신봉한 페르시아페르시아어(فَارسِی / 퍼르씨)식 원조 발음법은 '아흐리만(اهریمن‎ / Ahrmn)'이다. 이것이 영어로 넘어오는 과정 속에서 '아리만(Ahriman)'이 되었고, 일본에서도 'アーリマン(아리만)'으로 사용하는 추세이다.[2] 과거 타임게이트 스튜디오가 출시한 '코헨: 불멸의 제국'의 확장팩 'Ahriman's Gift'의 국내 정발명이 '아흐리만의 선물'이 아니라 '아리만의 선물'로 붙여진 까닭은 이런 이유 때문.

괴기랜드란 어린이용 책에서는 아리망이라는 이름으로 나온다. 아후라 마즈다는 마쓰다라고 나온다.

2. 악튜러스에 등장하는

3. 카오스 스페이스 마린 중 최강의 마법사 아젝 아흐리만

4. 패스파인더 RPG의 아흐리만

4.1. 신격 데이터표

아흐리만(Ahriman)

모든 디브들의 군주(Lord of All Divs)

출처(Source) Inner Sea Gods pg. 316

패스파인더 위키(Pathfinder Wiki) Ahriman

세부 사항(Details)

성향 NE

만신전(Pantheon) 다른 신(Other Deities)

관심 영역(Areas of Concern) Destruction, 디브(div), nihilism

영역(Domains) 암흑(Darkness), 죽음(Death), 파괴(Destruction), 악(Evil)

보조영역들(Subdomains) Catastrophe, Fear, Loss, Rage

선호하는 무기(Favored) Weapon Whip

상징(Symbol) Black and silver eclipse

신성한 동물(들)(Sacred Animal(s)) 뱀(Snake)

신성한 색(들)(Sacred Color(s)) 검은색(Black), 은색(silver)

복종(Obedience)

While praying to Ahriman, destroy something of monetary or sentimental value to another person, preferably in front of someone who feels a strong emotional connection toward it. Alternatively, voluntarily take 1 point of Constitution damage while chanting praises to Ahriman and flagellating yourself with a barbed lash. After performing this obedience, your true alignment is masked from detection. Each time you perform this obedience, you select an alignment that you wish to detect as. Once chosen, this alignment can’t be changed until you perform this obedience again or 24 hours pass. The masked alignment can trick items and magic that require a particular alignment. For example, a neutral evil follower can make her alignment appear to be lawful good, which would allow her to safely pass beyond a glyph of warding keyed to lawful good.

'Boons - Fiendish Obedience

Evangelist

출처(Source) Book of the Damned pg. 12

1: Ahriman’s Word (Sp) command 3/day, detect thoughts 2/day, or suggestion 1/day

2: Unassailable Conviction (Su) You know existence is pointless and find little that can affect your outlook or sway your ultimate outcome in the bleak span of existence. Once per day when you fail a Will save, you can immediately roll again and use the second result as your actual saving throw result. If you succeed at this second save, you gain a +2 morale bonus on attack rolls and saving throws for 1 hour.

3: Force the Lie (Su) Once per day, you can twist the intention of beneficial effects. As a standard action, you can create a wave of crackling black energy that fills a 30-foot-radius spread at any point within 90 feet of you. Creatures in this area other than yourself that are benefiting from a luck, morale, or sacred bonus instead treat that bonus as a penalty. You and other worshipers of Ahriman can see through this area of black energy with ease, but all other creatures treat the area as if it were under the effects of obscuring mist. The black energy persists for 1 round per Hit Die you have, and cannot be dissipated by wind effects. An affected creature can negate this adjustment to bonuses with a successful Will save (DC = 10 + half your Hit Dice + your Charisma modifier), but this does not negate the obscuring effect.

Exalted

출처(Source) Book of the Damned pg. 12

1: Hamper the Righteous (Sp) protection from good 3/day, touch of idiocy 2/day, or bestow curse 1/day

2: Pierce Obfuscation (Su) You can see the bleak truth despite means to hide your vision. You can see perfectly in darkness of any kind, including that created by deeper darkness. Once per day, you can cast true seeing as a spell-like ability.

3: Call for Ruin (Sp) You can conjure some of Ahriman’s armies for your own purposes. Once per day as a standard action, you can summon 1d4+1 ghawwas, 1d3 shiras, or one sepid as if with summon monster IX, and you gain telepathy with them to a range of 100 feet. The divs summoned in this way follow your commands perfectly for 1 round per Hit Die you have before vanishing back to their home in Abaddon. The summoned divs don’t follow commands that would cause them to perform overly good acts or save mortal lives other than your own, and they immediately vanish if your orders contradict these restrictions.

Sentinel

출처(Source) Book of the Damned pg. 12

1: Break the Weak (Sp) inflict light wounds 3/day, death knell 2/day, or dispel magic 1/day

2: Serpentine Lash (Su) Any whip you wield becomes an extension of your embodiment of evil, lashing out against all those who fail to prostrate themselves before you and oblivion. You gain Weapon Specialization (whip) and Whip Mastery as bonus feats, even if you do not meet the prerequisites. In addition, your whip takes on the illusory appearance of a serpent, and you gain a +2 profane bonus to combat maneuver checks to trip opponents. If you wield a whip with at least a +1 enhancement bonus, you can grant it the dancing weapon special ability for 6 rounds per day as a swift action. These rounds need not be consecutive.

3: Crush Opposition (Su) Three times per day, you can target one corporeal enemy within 60 feet and call out a castigating challenge that causes the creature to painfully collapse in on itself in a crackle of black energy. The target takes 10 points of damage per Hit Dice you have. Creatures targeted by this ability can attempt a Fortitude save (DC = 10 + half your Hit Dice + your Charisma modifier) to reduce the damage by half. A creature slain by this effect is completely destroyed, and all items it was carrying or wearing at the time fall to the ground and become cursed for a number of hours equal to your Hit Dice. The curse on these items causes nonevil creatures who carry one of the items to take a –1 penalty on saving throws against fear and insanity effects; the penalties for carrying multiple items stack.

네티스의 기록보관소 신격:아흐리만 데이터표

4.2. 유니크 몬스터

네티스의 기록보관소 유니크 몬스터 목록:아흐리만 대이터표

5. 인터넷 논객

한윤형 참조. 아흐리만은 그가 주로 쓰는 HN이다.


  1. [1] 아흐리만이 지나치게 거물이라 거의 등장하지 않아서 존재감이 희박하다든지...
  2. [2] 일본에서도 간간히 'アフリマン(아흐리만)'으로 사용하는 경우가 있다. 그러나 전체 비율로 보자면 'アーリマン(아리만)' 쪽이 더 많다.

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